----------------
Transport to Burenia
Extra - total_boundings: {'x1': -11000.0, 'x2': -7900.0, 'y1': -5800.0, 'y2': -4642.0}
Extra - polygon: [[-7900.0, -4642.0], [-11000.0, -4642.0], [-11000.0, -5800.0], [-7900.0, -5800.0]]
Extra - asset_id: collision_camera_000
> Door to Left Entrance; Heals? False
  * Layers: default
  * Plasma Beam Door to Left Entrance/Door to Transport to Burenia
  * Extra - actor_name: doorpowerpower_018
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_002
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Right Entrance
      Trivial

> Door to Right Entrance; Heals? False
  * Layers: default
  * Grapple Beam Door to Right Entrance/Door to Transport to Burenia
  * Extra - actor_name: doorgrapplegrapple_001
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Left Entrance
      Trivial
  > Elevator to Burenia
      Trivial

> Elevator to Burenia; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Ghavoran/Elevator to Ghavoran
  * Extra - actor_name: elevator_aqua_000
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_forest_000_platform
  * Extra - start_point_actor_name: elevator_aqua_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Ghavoran - Robot
  > Door to Right Entrance
      Trivial

----------------
Right Entrance
Extra - total_boundings: {'x1': -8000.0, 'x2': -4900.0, 'y1': -6500.0, 'y2': -3000.0}
Extra - polygon: [[-4900.0, -3000.0], [-7600.0, -3000.0], [-7600.0, -4400.0], [-8000.0, -5029.77978515625], [-8000.0, -6500.0], [-4900.0, -6500.0]]
Extra - asset_id: collision_camera_001
> Door to Robot Fight Arena; Heals? False
  * Layers: default
  * Power Beam Door to Robot Fight Arena/Door to Right Entrance
  * Extra - actor_name: doorpowerpower_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Spider Magnet Elevator
      Trivial

> Door to Spider Magnet Elevator; Heals? False
  * Layers: default
  * Super Missile Door to Spider Magnet Elevator/Door to Right Entrance
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Robot Fight Arena
      Trivial
  > Grapple Block Alcove
      After Ghavoran - Burenia Transport Grapple Box and Can Slide

> Door to Super Missile Room; Heals? False
  * Layers: default
  * Power Beam Door to Super Missile Room/Door to Right Entrance
  * Extra - actor_name: doorpowerpower_012
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Total Recharge
      Trivial
  > Grapple Block Alcove
      All of the following:
          Morph Ball and After Ghavoran - Burenia Transport Grapple Box
          Any of the following:
              Spider Magnet or Speed Booster or Simple IBJ or Use Spin Boost
              Grapple Beam and Grapple Movement (Beginner)

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 97; Category? Minor
  * Extra - actor_name: item_missiletank_000
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Transport to Burenia
      Trivial

> Door to Transport to Burenia; Heals? False
  * Layers: default
  * Grapple Beam Door to Transport to Burenia/Door to Right Entrance
  * Extra - actor_name: doorgrapplegrapple_001
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      All of the following:
          Morph Ball and Shoot Missile
          Any of the following:
              Gravity Suit or Perform WBJ or Use Spin Boost
              Speed Booster and Disabled Door Lock Randomizer
  > Grapple Block Alcove
      All of the following:
          Morph Ball and Before Ghavoran - Burenia Transport Grapple Box
          Any of the following:
              Spider Magnet or Space Jump
              Spin Boost and Movement (Beginner)
              All of the following:
                  Grapple Beam
                  Any of the following:
                      # https://youtu.be/NCHKHKs1e4o
                      Grapple Movement (Intermediate)
                      Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer
              All of the following:
                  # https://youtu.be/huq3AdoS8pk
                  Diagonal Bomb Jump (Intermediate) and Lay Normal Bomb
                  Gravity Suit or Water Bomb Jump (Intermediate)

> Total Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: totalrechargestation_001
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_total_001
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Door to Super Missile Room
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChozoRobotForest
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Robot Fight Arena
      Trivial

> Grapple Block Alcove; Heals? False
  * Layers: default
  > Door to Spider Magnet Elevator
      Morph Ball and After Ghavoran - Burenia Transport Grapple Box
  > Door to Super Missile Room
      After Ghavoran - Burenia Transport Grapple Box and Can Slide
  > Door to Transport to Burenia
      Before Ghavoran - Burenia Transport Grapple Box and Can Slide
  > Event - Burenia Transport Grapple Box
      Grapple Beam

> Event - Burenia Transport Grapple Box; Heals? False
  * Layers: default
  * Event Ghavoran - Burenia Transport Grapple Box
  > Grapple Block Alcove
      Trivial

----------------
Robot Fight Arena
Extra - total_boundings: {'x1': -11000.0, 'x2': -7500.0, 'y1': -4600.0, 'y2': -3000.0}
Extra - polygon: [[-7500.0, -3000.0], [-11000.0, -3000.0], [-11000.0, -4600.0], [-7500.0, -4600.0]]
Extra - asset_id: collision_camera_002
> Door to Right Entrance; Heals? False
  * Layers: default
  * Power Beam Door to Right Entrance/Door to Robot Fight Arena
  * Extra - actor_name: doorpowerpower_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Left Entrance
      After Ghavoran - Gold Robot Fight
  > Event - Gold Robot Fight
      After Elun - Release X Parasites or Fight Gold Robot

> Door to Left Entrance; Heals? False
  * Layers: default
  * Power Beam Door to Left Entrance/Door to Robot Fight Arena
  * Extra - actor_name: doorpowerpower_017
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Right Entrance
      After Ghavoran - Gold Robot Fight
  > Event - Gold Robot Fight
      After Elun - Release X Parasites or Fight Gold Robot

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_ChozoRobotSoldier
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Left Entrance
      Trivial

> Event - Gold Robot Fight; Heals? False
  * Layers: default
  * Event Ghavoran - Gold Robot Fight
  > Door to Right Entrance
      Trivial
  > Door to Left Entrance
      Trivial

----------------
Left Entrance
Extra - total_boundings: {'x1': -15400.0, 'x2': -10900.0, 'y1': -6000.0, 'y2': -700.0}
Extra - polygon: [[-10900.0, -700.0], [-13000.0, -700.0], [-13000.0, -3700.0], [-15400.0, -3700.0], [-15400.0, -6000.0], [-10900.0, -6000.0]]
Extra - asset_id: collision_camera_003
> Dock to Blue EMMI Introduction; Heals? False
  * Layers: default
  * EMMI Door to Blue EMMI Introduction/Dock to Left Entrance
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Floating Platform
      Trivial

> Door to Transport to Burenia; Heals? False
  * Layers: default
  * Plasma Beam Door to Transport to Burenia/Door to Left Entrance
  * Extra - actor_name: doorpowerpower_018
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_002
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Ledge Grab
      Any of the following:
          Grapple Beam or Space Jump or Speed Booster or Simple IBJ
          All of the following:
              Spider Magnet
              Flash Shift or Use Spin Boost
          # https://youtu.be/pR7WqgAaA3o
          Wall Jump (Beginner) and Use Spin Boost

> Door to Robot Fight Arena; Heals? False
  * Layers: default
  * Power Beam Door to Robot Fight Arena/Door to Left Entrance
  * Extra - actor_name: doorpowerpower_017
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Blue EMMI Introduction
      Speed Booster and After Ghavoran - Gold Robot Fight and Disabled Door Lock Randomizer
  > Floating Platform
      Grapple Beam or Simple IBJ or Use Spin Boost
  > Alcove
      Can Slide

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 108; Category? Minor
  * Extra - actor_name: item_missiletank_003
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Transport to Burenia
      Trivial
  > Ledge Grab
      Flash Shift

> Ledge Grab; Heals? False
  * Layers: default
  > Door to Transport to Burenia
      Trivial
  > Pickup (Missile Tank)
      All of the following:
          Morph Ball
          Any of the following:
              Flash Shift or Grapple Beam or Space Jump or Speed Booster
              # DBJ: https://youtu.be/8T5vedkSQRM
              Bomb and Diagonal Bomb Jump (Expert)
  > Alcove
      Lay Any Bomb

> Floating Platform; Heals? False
  * Layers: default
  > Dock to Blue EMMI Introduction
      Trivial
  > Door to Robot Fight Arena
      Trivial

> Alcove; Heals? False
  * Layers: default
  > Door to Robot Fight Arena
      Morph Ball
  > Ledge Grab
      Lay Any Bomb
  > Floating Platform
      Any of the following:
          Simple IBJ or Use Spin Boost
          All of the following:
              Grapple Beam
              Spider Magnet or Grapple Movement (Beginner)
          All of the following:
              Flash Shift
              Spider Magnet or Wall Jump (Beginner)

----------------
Blue EMMI Introduction
Extra - total_boundings: {'x1': -11000.0, 'x2': -7900.0, 'y1': -3000.0, 'y2': 400.0}
Extra - polygon: [[-7900.0, 400.0], [-11000.0, 400.0], [-11000.0, -3000.0], [-7900.0, -3000.0]]
Extra - asset_id: collision_camera_004
> Dock to Left Entrance; Heals? False
  * Layers: default
  * EMMI Door to Left Entrance/Dock to Blue EMMI Introduction
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Exit Southeast
      Any of the following:
          Spider Magnet or Simple IBJ or Use Spin Boost
          Flash Shift and Wall Jump (Beginner)
          Speed Booster and After Ghavoran - Gold Robot Fight and Speed Booster Conservation (Intermediate) and Disabled Door Lock Randomizer and Can Slide

> Door to EMMI Zone Exit Southeast; Heals? False
  * Layers: default
  * Plasma Beam Door to EMMI Zone Exit Southeast/Door to Blue EMMI Introduction
  * Extra - actor_name: doorpowerpower_002
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Left Entrance
      Trivial
  > Tunnel to EMMI Zone Exit Southeast
      Trivial
  > Right Alcove
      Trivial

> Dock to Navigation Station Access; Heals? False
  * Layers: default
  * EMMI Door to Navigation Station Access/Dock to Blue EMMI Introduction
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Right Alcove
      Morph Ball

> Tunnel to EMMI Zone Exit Southeast; Heals? False
  * Layers: default
  * Ghavoran EMMI Tunnel to EMMI Zone Exit Southeast/Tunnel to Blue EMMI Introduction
  > Door to EMMI Zone Exit Southeast
      Trivial

> Right Alcove; Heals? False
  * Layers: default
  > Door to EMMI Zone Exit Southeast
      Any of the following:
          Spider Magnet or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner)
          Flash Shift and Wall Jump (Beginner)
          # https://www.youtube.com/watch?v=c12yQVQB2BY
          Morph Ball and Single-wall Wall Jump (Advanced)
          # https://www.youtube.com/watch?v=aqBoiZywFr8
          Speed Booster Conservation (Intermediate) and Ballspark
  > Dock to Navigation Station Access
      Can Slide

----------------
Navigation Station Access
Extra - total_boundings: {'x1': -8000.0, 'x2': -4900.0, 'y1': -2700.0, 'y2': -1300.0}
Extra - polygon: [[-4900.0, -1300.0], [-8000.0, -1300.0], [-8000.0, -2700.0], [-4900.0, -2700.0]]
Extra - asset_id: collision_camera_005
> Dock to Blue EMMI Introduction; Heals? False
  * Layers: default
  * EMMI Door to Blue EMMI Introduction/Dock to Navigation Station Access
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Navigation Station
      Trivial
  > Start Point 1
      Trivial

> Door to Navigation Station; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Navigation Station Access
  * Extra - actor_name: doorpowerpower_003
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Blue EMMI Introduction
      Trivial

> Start Point 1; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EmmyForest
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Dock to Blue EMMI Introduction
      Trivial

> Start Point 2; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_AccessPoint_7
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station
      Trivial

----------------
Navigation Station
Extra - total_boundings: {'x1': -5000.0, 'x2': -2900.0, 'y1': -2100.0, 'y2': -958.0}
Extra - polygon: [[-2900.0, -958.0], [-5000.0, -958.0], [-5000.0, -2100.0], [-2900.0, -2100.0]]
Extra - asset_id: collision_camera_006
> Door to Navigation Station Access; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station Access/Door to Navigation Station
  * Extra - actor_name: doorpowerpower_003
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Flipper Room
      Trivial
  > Save Station
      Trivial

> Door to Flipper Room; Heals? False
  * Layers: default
  * Power Beam Door to Flipper Room/Door to Navigation Station
  * Extra - actor_name: doorpowerpower_004
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Navigation Station Access
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Hint
  * Extra - actor_name: accesspoint_000
  * Extra - actor_def: actordef:actors/props/accesspoint/charclasses/accesspoint.bmsad
  * Extra - start_point_actor_name: accesspoint_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_access/charclasses/weightactivatedplatform_access.bmsad
  * Extra - hint_id: FOREST_1
  * Extra - string_asset_id: 10
  > Door to Navigation Station Access
      Trivial

----------------
Flipper Room
Extra - total_boundings: {'x1': -3000.0, 'x2': -900.0, 'y1': -3200.0, 'y2': -1000.0}
Extra - polygon: [[-900.0, -1000.0], [-3000.0, -1000.0], [-3000.0, -3200.0], [-900.0, -3200.0]]
Extra - asset_id: collision_camera_007
> Door to Navigation Station; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Flipper Room
  * Extra - actor_name: doorpowerpower_004
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Elun Transport Access
      After Ghavoran - Super Missile Rotatable
  > Dock to Spin Boost Tower
      After Ghavoran - Super Missile Rotatable Enky
  > Event - Super Missile Rotatable
      All of the following:
          Morph Ball and Before Ghavoran - Super Missile Rotatable
          # Guarding against the generator taking this connection and being stuck when no items would help.
          After Ghavoran - Burenia Transport Grapple Box or After Dairon - Power Switch 2 or Enabled Transport Randomizer
  > Event - Super Missile Rotatable Enky
      Destroy Enky
  > Event - Super Missile Rotatable with Ledge Warp
      All of the following:
          Morph Ball and Ledge Warp (Intermediate)
          # Taking the Spider Elevator could be the required path to the Super Missile Area. Doing the Ledge Warp cuts off that path permantently.
          After Ghavoran - Super Missile Area Access or Enabled Highly Dangerous Logic

> Door to Elun Transport Access; Heals? False
  * Layers: default
  * Super Missile Door to Elun Transport Access/Door to Flipper Room; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: doorpowerpower_005
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_001
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Navigation Station
      After Ghavoran - Super Missile Rotatable
  > Tunnel to Spider Magnet Elevator
      # This connection would always lead to an incompletable game in non Transport Randomizer.
      Before Ghavoran - Super Missile Rotatable and Enabled Transport Randomizer
  > Event - Super Missile Rotatable with Ledge Warp
      All of the following:
          Knowledge (Intermediate) and Ledge Warp (Intermediate) and Lay Small Bomb
          Any of the following:
              Enabled Highly Dangerous Logic
              # This connection is required to start in Elun when not using Transport Randomizer.
              Disabled Transport Randomizer
              # Taking the Spider Elevator could be the required path to the Super Missile Area. Doing the Ledge Warp cuts off that path permantently.
              After Ghavoran - Super Missile Area Access

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_AccessPoint_7B
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station
      Trivial

> Dock to Spin Boost Tower; Heals? False
  * Layers: default
  * Open Passage to Spin Boost Tower/Dock to Flipper Room
  > Door to Navigation Station
      After Ghavoran - Super Missile Rotatable Enky
  > Event - Super Missile Rotatable Enky
      Destroy Enky

> Event - Super Missile Rotatable; Heals? False
  * Layers: default
  * Event Ghavoran - Super Missile Rotatable
  > Tunnel to Spider Magnet Elevator
      Trivial

> Dock from Spider Magnet Elevator; Heals? False
  * Layers: default
  * Blocked Passage to Spider Magnet Elevator/Tunnel to Flipper Room (Cannon)
  > Door to Navigation Station
      Trivial

> Tunnel to Spider Magnet Elevator; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Spider Magnet Elevator/Tunnel to Flipper Room (Tunnel)
  > Door to Elun Transport Access
      # When not using Transport Randomizer it is not relevant to go back.
      Before Ghavoran - Super Missile Rotatable and Enabled Transport Randomizer
  > Event - Super Missile Rotatable
      All of the following:
          Morph Ball
          Any of the following:
              Knowledge (Intermediate)
              # Having a connection back to the Event Node after taking the event makes the event less dangerous
              After Ghavoran - Super Missile Rotatable

> Event - Super Missile Rotatable Enky; Heals? False
  * Layers: default
  * Event Ghavoran - Super Missile Rotatable Enky
  > Dock to Spin Boost Tower
      Trivial

> Event - Super Missile Rotatable with Ledge Warp; Heals? False
  * Layers: default
  * Event Ghavoran - Super Missile Rotatable
  > Door to Navigation Station
      Trivial

----------------
Dairon Transport Access
Extra - total_boundings: {'x1': -1000.0, 'x2': 4100.0, 'y1': -5400.0, 'y2': -3300.0}
Extra - polygon: [[4100.0, -3600.0], [2000.0, -3600.0], [900.0009765625, -3300.0], [-1000.0, -3300.0], [-1000.0, -5400.0], [4100.0, -5400.0]]
Extra - asset_id: collision_camera_008
> Door to Transport to Dairon; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Dairon/Door to Dairon Transport Access
  * Extra - actor_name: doorpowerpower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Super Missile Room Access
      Trivial

> Door to Super Missile Room Access; Heals? False
  * Layers: default
  * Power Beam Door to Super Missile Room Access/Door to Dairon Transport Access
  * Extra - actor_name: doorpowerpower_006
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Dairon
      Trivial
  > Pickup (Missile Tank)
      Morph Ball and After Ghavoran - Dairon Transport Grapple Block
  > Event - Grapple Block
      Grapple Beam
  > Tunnel to Super Missile Room Access
      Any of the following:
          Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
  > Event - Super Missile Area Access
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 99; Category? Minor
  * Extra - actor_name: item_missiletank_001
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Super Missile Room Access
      Morph Ball and After Ghavoran - Dairon Transport Grapple Block

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Ghavoran - Dairon Transport Grapple Block
  * Extra - actor_name: grapplepulloff1x2_002
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Super Missile Room Access
      Trivial

> Tunnel to Super Missile Room Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Super Missile Room Access/Tunnel to Dairon Transport Access
  > Door to Super Missile Room Access
      Trivial

> Event - Super Missile Area Access; Heals? False
  * Layers: default
  * Event Ghavoran - Super Missile Area Access
  > Door to Super Missile Room Access
      Trivial

----------------
Super Missile Room Access
Extra - total_boundings: {'x1': -3000.0, 'x2': -900.0, 'y1': -6100.0, 'y2': -3200.0}
Extra - polygon: [[-900.0, -3200.0], [-3000.0, -3200.0], [-3000.0, -6100.0], [-900.0, -6100.0]]
Extra - asset_id: collision_camera_009
> Door to Super Missile Room (Super Lock); Heals? False
  * Layers: default
  * Super Missile Door to Super Missile Room/Door to Super Missile Room Access (Super Lock)
  * Extra - actor_name: doorclosedpower_001
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_002
  * Extra - right_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  > Door to Dairon Transport Access
      Trivial

> Door to Dairon Transport Access; Heals? False
  * Layers: default
  * Power Beam Door to Dairon Transport Access/Door to Super Missile Room Access
  * Extra - actor_name: doorpowerpower_006
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Super Missile Room (Super Lock)
      Trivial
  > Door to Super Missile Room (Missile Lock)
      Lay Any Bomb

> Door to Super Missile Room (Missile Lock); Heals? False
  * Layers: default
  * Missile Door to Super Missile Room/Door to Super Missile Room Access (Missile Lock)
  * Extra - actor_name: doorpowerpower_007
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_000
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Door to Dairon Transport Access
      All of the following:
          Lay Any Bomb
          Any of the following:
              Single-wall Wall Jump (Advanced) or Simple IBJ or Use Spin Boost
              All of the following:
                  Grapple Beam
                  Spider Magnet or Grapple Movement (Beginner)
              All of the following:
                  Flash Shift
                  Spider Magnet or Wall Jump (Beginner)

> Pickup (Missile+ Tank); Heals? False
  * Layers: default
  * Pickup 102; Category? Major
  * Extra - actor_name: item_missiletankplus_000
  * Extra - actor_def: actordef:actors/items/item_missiletankplus/charclasses/item_missiletankplus.bmsad
  > Tunnel to Super Missile Room
      Trivial

> Tunnel to Super Missile Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Super Missile Room/Tunnel to Super Missile Room Access
  > Pickup (Missile+ Tank)
      Morph Ball

> Tunnel to Spider Magnet Elevator; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Spider Magnet Elevator/Tunnel to Super Missile Room Access
  > Tunnel to Dairon Transport Access
      Trivial

> Tunnel to Dairon Transport Access; Heals? False
  * Layers: default
  * Slide Tunnel to Dairon Transport Access/Tunnel to Super Missile Room Access
  > Tunnel to Spider Magnet Elevator
      Trivial

----------------
Super Missile Room
Extra - total_boundings: {'x1': -5000.0, 'x2': -2900.0, 'y1': -6000.0, 'y2': -3900.0}
Extra - polygon: [[-2900.0, -3900.0], [-5000.0, -3900.0], [-5000.0, -6000.0], [-2900.0, -6000.0]]
Extra - asset_id: collision_camera_010
> Door to Right Entrance; Heals? False
  * Layers: default
  * Power Beam Door to Right Entrance/Door to Super Missile Room
  * Extra - actor_name: doorpowerpower_012
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Super Missile Room Access (Super Lock)
      Trivial

> Door to Super Missile Room Access (Super Lock); Heals? False
  * Layers: default
  * Access Locked to Super Missile Room Access/Door to Super Missile Room (Super Lock)
  * Extra - actor_name: doorclosedpower_001
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_002
  * Extra - right_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  > Door to Right Entrance
      Trivial
  > Tunnel to Super Missile Room Access
      All of the following:
          Morph Ball
          Any of the following:
              Flash Shift or Simple IBJ or Use Spin Boost
              Speed Booster and Disabled Door Lock Randomizer
              # Perform a Morph-SWJ near the bottom of the 2-block-tall wall under the tunnel entrance
              Single-wall Wall Jump (Advanced)

> Door to Super Missile Room Access (Missile Lock); Heals? False
  * Layers: default
  * Missile Door to Super Missile Room Access/Door to Super Missile Room (Missile Lock)
  * Normally a Power Beam Door, but listed as a missile door for helping logic.


  * Extra - actor_name: doorpowerpower_007
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_000
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Start Point
      Trivial

> Pickup (Super Missile); Heals? False
  * Layers: default
  * Pickup 100; Category? Major
  * Extra - actor_name: itemsphere_supermissile
  * Extra - actor_def: actordef:actors/items/itemsphere_supermissile/charclasses/itemsphere_supermissile.bmsad
  * Extra - map_icon_actor: powerup_supermissile
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_SuperMissiles
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Super Missile Room Access (Missile Lock)
      Trivial
  > Pickup (Super Missile)
      Trivial

> Tunnel to Super Missile Room Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Super Missile Room Access/Tunnel to Super Missile Room
  > Door to Super Missile Room Access (Super Lock)
      Morph Ball

----------------
EMMI Zone Exit Southeast
Extra - total_boundings: {'x1': -8000.0, 'x2': -4900.0, 'y1': -1200.0, 'y2': 800.0}
Extra - polygon: [[-4900.0, 800.0], [-8000.0, 800.0], [-8000.0, -1200.0], [-4900.0, -1200.0]]
Extra - asset_id: collision_camera_011
> Door to Blue EMMI Introduction; Heals? False
  * Layers: default
  * Plasma Beam Door to Blue EMMI Introduction/Door to EMMI Zone Exit Southeast
  * Extra - actor_name: doorpowerpower_002
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Map Station Access (Lower)
      Trivial
  > Door to EMMI Zone Exit West
      # If you start in the room direclty below this one, you can carry a speed boost all the way to here
      Morph Ball and Speed Booster and Speed Booster Conservation (Advanced) and Disabled Door Lock Randomizer and Shoot Plasma Beam

> Dock to Map Station Access (Lower); Heals? False
  * Layers: default
  * EMMI Door to Map Station Access/Dock to EMMI Zone Exit Southeast (Lower)
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Blue EMMI Introduction
      Trivial
  > Dock to Map Station Access (Upper)
      Any of the following:
          Grapple Beam or Space Jump
          Slide and Slide Jump (Beginner) and Use Spin Boost
          Flash Shift and Wall Jump (Beginner)
          Gravity Suit and Simple IBJ
          All of the following:
              Water Bomb Jump (Intermediate)
              Any of the following:
                  Lay Cross Bomb
                  Diagonal Bomb Jump (Intermediate) and Lay Normal Bomb
          # If you start in the room directly below this one, you can carry a speed boost all the way here
          Morph Ball and Speed Booster and Speed Booster Conservation (Advanced) and Disabled Door Lock Randomizer and Shoot Plasma Beam

> Dock to Map Station Access (Upper); Heals? False
  * Layers: default
  * EMMI Door to Map Station Access/Dock to EMMI Zone Exit Southeast (Upper)
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Map Station Access (Lower)
      Trivial
  > Door to EMMI Zone Exit West
      Any of the following:
          Flash Shift or Grapple Beam or Spider Magnet or Use Spin Boost
          Slide and Slide Jump (Beginner)
          # The boost must be charged from the map room
          Speed Booster and Lay Any Bomb

> Door to EMMI Zone Exit West; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Exit West/Door to EMMI Zone Exit Southeast
  * Extra - actor_name: doorframe_000
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Map Station Access (Upper)
      Any of the following:
          Flash Shift or Grapple Beam or Spider Magnet or Use Spin Boost
          Slide and Slide Jump (Beginner)
  > Tunnel to Blue EMMI Introduction
      Trivial

> Tunnel to Blue EMMI Introduction; Heals? False
  * Layers: default
  * Ghavoran EMMI Tunnel to Blue EMMI Introduction/Tunnel to EMMI Zone Exit Southeast
  > Door to EMMI Zone Exit West
      Trivial

----------------
Map Station Access
Extra - total_boundings: {'x1': -5000.0, 'x2': -2900.0, 'y1': -900.0, 'y2': 1300.0}
Extra - polygon: [[-2900.0, 1300.0], [-5000.0, 1300.0], [-5000.0, -900.0], [-2900.0, -900.0]]
Extra - asset_id: collision_camera_012
> Dock to EMMI Zone Exit Southeast (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Southeast/Dock to Map Station Access (Lower)
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Map Station
      All of the following:
          Lay Any Bomb
          Any of the following:
              Gravity Suit or Space Jump
              Flash Shift and Wall Jump (Beginner)
              All of the following:
                  Grapple Beam
                  Flash Shift or Spider Magnet or Grapple Movement (Beginner) or Use Spin Boost
              Water Bomb Jump (Beginner) and Lay Cross Bomb
              Water Bomb Jump (Intermediate) and Lay Normal Bomb
  > Tunnel to Map Station Access Secret
      Lay Any Bomb

> Dock to EMMI Zone Exit Southeast (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Southeast/Dock to Map Station Access (Upper)
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Map Station
      Lay Any Bomb

> Door to Map Station; Heals? False
  * Layers: default
  * Power Beam Door to Map Station/Door to Map Station Access; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_008
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Exit Southeast (Lower)
      Lay Any Bomb
  > Dock to EMMI Zone Exit Southeast (Upper)
      Lay Any Bomb

> Tunnel to Map Station Access Secret; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Map Station Access Secret/Tunnel to Map Station Access
  > Dock to EMMI Zone Exit Southeast (Lower)
      Lay Any Bomb

----------------
Map Station
Extra - total_boundings: {'x1': -3000.0, 'x2': -900.0, 'y1': 600.0, 'y2': 1742.0}
Extra - polygon: [[-900.0, 1742.0], [-3000.0, 1742.0], [-3000.0, 600.0], [-900.0, 600.0]]
Extra - asset_id: collision_camera_013
> Door to Map Station Access; Heals? False
  * Layers: default
  * Power Beam Door to Map Station Access/Door to Map Station; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_008
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: maproom
  * Extra - actor_def: actordef:actors/props/maproom/charclasses/maproom.bmsad
  * Extra - start_point_actor_name: maproom_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_map/charclasses/weightactivatedplatform_map.bmsad
  > Door to Map Station Access
      Trivial

----------------
EMMI Zone Exit West
Extra - total_boundings: {'x1': -10000.0, 'x2': -7900.0, 'y1': 300.0, 'y2': 4200.0}
Extra - polygon: [[-7900.0, 4200.0], [-10000.0, 4200.0], [-10000.0, 300.0], [-7900.0, 300.0]]
Extra - asset_id: collision_camera_014
> Door to EMMI Zone Middle Path (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to EMMI Zone Middle Path/Door to EMMI Zone Exit West (Grapple)
  * Extra - actor_name: doorgrapplegrapple_006
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Early Ice Room (Upper)
      Trivial

> Dock to Early Ice Room (Lower); Heals? False
  * Layers: default
  * EMMI Door to Early Ice Room/Dock to EMMI Zone Exit West (Lower)
  * Extra - actor_name: dooremmy_004
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Upper Platform
      Trivial

> Dock to Early Ice Room (Upper); Heals? False
  * Layers: default
  * EMMI Door to Early Ice Room/Dock to EMMI Zone Exit West (Upper)
  * Extra - actor_name: dooremmy_005
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Middle Path (Grapple)
      Trivial
  > Door to EMMI Zone Middle Path (Power)
      Trivial

> Door to EMMI Zone Middle Path (Power); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Middle Path/Door to EMMI Zone Exit West (Power)
  * Extra - actor_name: doorpowerpower_009
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Early Ice Room (Upper)
      Trivial

> Door to EMMI Zone Exit Southeast; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Exit Southeast/Door to EMMI Zone Exit West
  * Extra - actor_name: doorframe_000
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Upper Platform
      Any of the following:
          Spider Magnet or Simple IBJ or Use Spin Boost
          All of the following:
              Grapple Beam
              Flash Shift or Grapple Movement (Beginner)
          Flash Shift and Wall Jump (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Tunnel to EMMI Zone Middle Path; Heals? False
  * Layers: default
  * Ghavoran EMMI Tunnel to EMMI Zone Middle Path/Tunnel to EMMI Zone Exit West
  > Upper Platform
      Trivial

> Upper Platform; Heals? False
  * Layers: default
  > Dock to Early Ice Room (Lower)
      Trivial
  > Door to EMMI Zone Exit Southeast
      Trivial
  > Tunnel to EMMI Zone Middle Path
      Trivial

----------------
Early Ice Room
Extra - total_boundings: {'x1': -12000.0, 'x2': -9900.0, 'y1': 2200.0, 'y2': 6400.0}
Extra - polygon: [[-9900.0, 6400.0], [-12000.0, 6400.0], [-12000.0, 2200.0], [-9900.0, 2200.0]]
Extra - asset_id: collision_camera_015
> Dock to EMMI Zone Exit West (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit West/Dock to Early Ice Room (Lower)
  * Extra - actor_name: dooremmy_004
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to EMMI Zone Exit West (Upper)
      Trivial
  > Spin Boost Ledge
      Gravity Suit or Perform WBJ or Use Spin Boost

> Dock to EMMI Zone Exit West (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit West/Dock to Early Ice Room (Upper)
  * Extra - actor_name: dooremmy_005
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to EMMI Zone Exit West (Lower)
      Trivial

> Dock to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Northwest/Dock to Early Ice Room
  * Extra - actor_name: dooremmy_006
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Spin Boost Ledge
      Trivial

> Spin Boost Ledge; Heals? False
  * Layers: default
  > Dock to EMMI Zone Exit West (Lower)
      Trivial
  > Dock to EMMI Zone Exit Northwest
      Any of the following:
          Movement (Beginner) or Simple IBJ or Use Spin Boost
          Missiles ≥ 5 and Shoot Ice Missile

----------------
EMMI Zone Exit Northwest
Extra - total_boundings: {'x1': -10000.0, 'x2': -6950.0, 'y1': 5200.0, 'y2': 6342.0}
Extra - polygon: [[-6950.0, 6342.0], [-10000.0, 6342.0], [-10000.0, 5200.0], [-6950.0, 5200.0]]
Extra - asset_id: collision_camera_016
> Dock to Early Ice Room; Heals? False
  * Layers: default
  * EMMI Door to Early Ice Room/Dock to EMMI Zone Exit Northwest
  * Extra - actor_name: dooremmy_006
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Central Unit Access
      Can Slide

> Door to Central Unit Access; Heals? False
  * Layers: default
  * Charge Beam Door to Central Unit Access/Door to EMMI Zone Exit Northwest
  * Extra - actor_name: doorchargecharge_001
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to Central Unit Access
      Trivial

> Tunnel to Central Unit Access; Heals? False
  * Layers: default
  * Slide Tunnel to Central Unit Access/Tunnel to EMMI Zone Exit Northwest
  * Extra - actor_name: tunnelframe
  * Extra - actor_def: actordef:actors/props/tunnelframe/charclasses/tunnelframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Central Unit Access
      Trivial

----------------
Central Unit
Extra - total_boundings: {'x1': -9100.0, 'x2': -7000.0, 'y1': 4100.0, 'y2': 5242.0}
Extra - polygon: [[-7000.0, 5242.0], [-9100.0, 5242.0], [-9100.0, 4100.0], [-7000.0, 4100.0]]
Extra - asset_id: collision_camera_017
> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EmmyForestPhase2
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Dock to Central Unit Access
      Trivial

> Dock to Central Unit Access; Heals? False
  * Layers: default
  * EMMI Door to Central Unit Access/Dock to Central Unit
  > Event - Ghavoran Central Unit
      Destroy Ghavoran Central Unit

> Event - Ghavoran Central Unit; Heals? False
  * Layers: default
  * Event Ghavoran - Central Unit
  > Dock to Central Unit Access
      Trivial

----------------
EMMI Zone Middle Path
Extra - total_boundings: {'x1': -8000.0, 'x2': -2900.0, 'y1': 2550.0, 'y2': 4200.0}
Extra - polygon: [[-2900.0, 4200.0], [-8000.0, 4200.0], [-8000.0, 2550.0], [-2900.0, 2550.0]]
Extra - asset_id: collision_camera_018
> Door to EMMI Zone Exit West (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to EMMI Zone Exit West/Door to EMMI Zone Middle Path (Grapple)
  * Extra - actor_name: doorgrapplegrapple_006
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit West (Power)
      Trivial
  > Tunnel to EMMI Zone Exit West
      Trivial

> Door to EMMI Zone Exit West (Power); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit West/Door to EMMI Zone Middle Path (Power)
  * Extra - actor_name: doorpowerpower_009
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit West (Grapple)
      Trivial
  > Door to EMMI Zone Exit Northeast
      Flash Shift or Grapple Beam or Gravity Suit or Morph Ball or Use Spin Boost

> Door to EMMI Zone Exit Northeast; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Exit Northeast/Door to EMMI Zone Middle Path
  * Extra - actor_name: doorchargecharge_000
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit West (Power)
      Trivial

> Tunnel to EMMI Zone Exit West; Heals? False
  * Layers: default
  * Ghavoran EMMI Tunnel to EMMI Zone Exit West/Tunnel to EMMI Zone Middle Path
  > Door to EMMI Zone Exit West (Grapple)
      Trivial

----------------
Central Unit Access
Extra - total_boundings: {'x1': -7000.0, 'x2': -2900.0, 'y1': 4100.0, 'y2': 6400.0}
Extra - polygon: [[-2900.0, 6400.0], [-7000.0, 6400.0], [-7000.0, 4100.0], [-2900.0, 4100.0]]
Extra - asset_id: collision_camera_019
> Door to EMMI Zone Exit Northeast (Upper); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit Northeast/Door to Central Unit Access (Upper)
  * Extra - actor_name: doorpowerpower_010
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Northwest
      Flash Shift or Spider Magnet or Space Jump
  > Room Center
      Trivial

> Door to EMMI Zone Exit Northeast (Lower); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit Northeast/Door to Central Unit Access (Lower)
  * Extra - actor_name: doorpowerpower_011
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Room Center
      Trivial

> Door to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Exit Northwest/Door to Central Unit Access
  * Extra - actor_name: doorchargecharge_001
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Northeast (Upper)
      Any of the following:
          Flash Shift or Space Jump
          Slide and Slide Jump (Beginner) and Use Spin Boost
  > Room Center
      Trivial
  > Pickup (Ice Missile)
      After Ghavoran - Central Unit

> Tunnel to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit Northwest/Tunnel to Central Unit Access
  * Extra - actor_name: tunnelframe
  * Extra - actor_def: actordef:actors/props/tunnelframe/charclasses/tunnelframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Central Unit
      Trivial

> Room Center; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_IceMissiles
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to EMMI Zone Exit Northeast (Upper)
      Any of the following:
          Space Jump or Simple IBJ
          Grapple Beam and Grapple Movement (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)
          All of the following:
              Wall Jump (Beginner)
              Flash Shift or Use Spin Boost
          Speed Booster and After Ghavoran - Central Unit and Can Slide
  > Door to EMMI Zone Exit Northeast (Lower)
      Trivial
  > Door to EMMI Zone Exit Northwest
      Any of the following:
          Space Jump or Simple IBJ
          Morph Ball and Single-wall Wall Jump (Advanced)
          Wall Jump (Beginner) and Use Spin Boost
          Speed Booster and After Ghavoran - Central Unit and Can Slide
  > Dock to Central Unit
      Can Slide

> Dock to Central Unit; Heals? False
  * Layers: default
  * EMMI Door to Central Unit/Dock to Central Unit Access
  > Tunnel to EMMI Zone Exit Northwest
      Any of the following:
          Space Jump or Simple IBJ
          Speed Booster and After Ghavoran - Central Unit
          Wall Jump (Beginner) and Use Spin Boost
  > Room Center
      Can Slide

> Pickup (Ice Missile); Heals? False
  * Layers: default
  * Pickup 146; Category? Major
  * Extra - pickup_type: emmi
  * Extra - actor_def: actors/characters/emmyforest/charclasses/emmyforest.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_ICE_MISSILE
  * Extra - callback_function: OnEmmyForestDead
  * Extra - boss_hint_name: E.M.M.I.-05IM
  > Room Center
      Trivial

----------------
EMMI Zone Exit Northeast
Extra - total_boundings: {'x1': -3000.0, 'x2': -900.0, 'y1': 2700.0, 'y2': 6100.0}
Extra - polygon: [[-900.0, 6100.0], [-3000.0, 6100.0], [-3000.0, 2700.0], [-900.0, 2700.0]]
Extra - asset_id: collision_camera_020
> Door to EMMI Zone Middle Path; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Middle Path/Door to EMMI Zone Exit Northeast
  * Extra - actor_name: doorchargecharge_000
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Spin Boost Tower (Lower)
      Trivial
  > Dock to Spin Boost Tower (Upper)
      All of the following:
          After Ghavoran - Central Unit
          Any of the following:
              Simple IBJ
              Morph Ball and Space Jump

> Dock to Spin Boost Tower (Lower); Heals? False
  * Layers: default
  * EMMI Door to Spin Boost Tower/Dock to EMMI Zone Exit Northeast (Lower)
  * Extra - actor_name: dooremmy
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Middle Path
      Trivial

> Dock to Spin Boost Tower (Upper); Heals? False
  * Layers: default
  * EMMI Door to Spin Boost Tower/Dock to EMMI Zone Exit Northeast (Upper)
  * Extra - actor_name: dooremmy_007
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Central Unit Access (Lower)
      Morph Ball and After Ghavoran - Central Unit

> Door to Central Unit Access (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Central Unit Access/Door to EMMI Zone Exit Northeast (Upper)
  * Extra - actor_name: doorpowerpower_010
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Central Unit Access (Lower)
      Trivial

> Door to Central Unit Access (Lower); Heals? False
  * Layers: default
  * Power Beam Door to Central Unit Access/Door to EMMI Zone Exit Northeast (Lower)
  * Extra - actor_name: doorpowerpower_011
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Spin Boost Tower (Upper)
      After Ghavoran - Central Unit and Can Slide
  > Door to Central Unit Access (Upper)
      Trivial

----------------
Spin Boost Tower
Extra - total_boundings: {'x1': -1000.0, 'x2': 2100.0, 'y1': -1800.0, 'y2': 8300.0}
Extra - polygon: [[2100.0, 8300.0], [-1000.0, 8300.0], [-1000.0, -1800.0], [2100.0, -1800.0]]
Extra - asset_id: collision_camera_021
> Door to Above Pulse Radar; Heals? False
  * Layers: default
  * Grapple Beam Door to Above Pulse Radar/Door from Spin Boost Tower
  * Extra - actor_name: doorgrappleclosed_000
  * Extra - actor_def: actordef:actors/props/doorgrappleclosed/charclasses/doorgrappleclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Ledge Below PB Tank
      Trivial

> Door to Save Station Center; Heals? False
  * Layers: default
  * Plasma Beam Door to Save Station Center/Door to Spin Boost Tower
  * Extra - actor_name: doorpowerpower_019
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_003
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_004
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Pickup (Energy Part)
      All of the following:
          Morph Ball and After Ghavoran - Spin Boost Tower Grapple Block and Shoot Missile
          Any of the following:
              Flash Shift or Spider Magnet or Simple IBJ or Use Spin Boost
              All of the following:
                  Speed Booster
                  Any of the following:
                      After Ghavoran - Super Missile Rotatable Enky
                      Disabled Door Lock Randomizer and Shoot Plasma Beam
  > Event - Grapple Block
      Any of the following:
          All of the following:
              # With these methods it is impossible to get on the platfrom directly
              Grapple Beam and Shoot Ice Missile
              Flash Shift or Spider Magnet
          All of the following:
              # You can reach the platform directly with these
              Grapple Beam
              # Pull the block
              Movement (Beginner) or Shoot Ice Missile
              Any of the following:
                  # Methods of reaching platform
                  Simple IBJ or Use Spin Boost
                  All of the following:
                      Speed Booster
                      Any of the following:
                          After Ghavoran - Super Missile Rotatable Enky
                          Disabled Door Lock Randomizer and Shoot Plasma Beam
                  Flash Shift and Spider Magnet
                  Spider Magnet and Slide and Slide Jump (Beginner) and Wall Jump (Beginner)
  > Dock to Flipper Room
      Trivial
  > Upper Center Platform
      Any of the following:
          Simple IBJ or Use Spin Boost
          All of the following:
              Speed Booster
              Any of the following:
                  After Ghavoran - Super Missile Rotatable Enky
                  Disabled Door Lock Randomizer and Shoot Plasma Beam

> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 96; Category? Minor
  * Extra - actor_name: item_powerbombtank_000
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Ledge Below PB Tank
      Trivial

> Dock to EMMI Zone Exit Northeast (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Northeast/Dock to Spin Boost Tower (Lower)
  * Extra - actor_name: dooremmy
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Upper Center Platform
      Flash Shift or Movement (Beginner) or Simple IBJ or Use Spin Boost

> Dock to EMMI Zone Exit Northeast (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Northeast/Dock to Spin Boost Tower (Upper)
  * Extra - actor_name: dooremmy_007
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Ammo Recharge
      Trivial
  > Upper Center Platform
      After Ghavoran - Ammo Recharge Enky Below
  > E-Tank Alcove
      After Ghavoran - Ammo Recharge Enky Above
  > Event - Ammo Recharge Enky (Above)
      Destroy Enky
  > Event - Ammo Recharge Enky (Below)
      Destroy Enky

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 105; Category? Minor
  * Extra - actor_name: item_energyfragment_000
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Door to Save Station Center
      Trivial

> Pickup (Energy Tank); Heals? False
  * Layers: default
  * Pickup 109; Category? Major
  * Extra - actor_name: item_energytank_000
  * Extra - actor_def: actordef:actors/items/item_energytank/charclasses/item_energytank.bmsad
  > E-Tank Alcove
      Trivial

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Ghavoran - Spin Boost Tower Grapple Block
  * Extra - actor_name: grapplepulloff1x2_000
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Save Station Center
      Trivial

> Ammo Recharge; Heals? False; Default Node
  * Layers: default
  * Extra - actor_name: ammorecharge_001
  * Extra - actor_def: actordef:actors/props/ammorecharge/charclasses/ammorecharge.bmsad
  * Extra - start_point_actor_name: ammorecharge_001_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_ammo/charclasses/weightactivatedplatform_ammo.bmsad
  > Dock to EMMI Zone Exit Northeast (Upper)
      Trivial

> Dock to Flipper Room; Heals? False
  * Layers: default
  * Open Passage to Flipper Room/Dock to Spin Boost Tower
  > Door to Save Station Center
      Trivial

> Upper Center Platform; Heals? False
  * Layers: default
  > Door to Save Station Center
      Trivial
  > Dock to EMMI Zone Exit Northeast (Lower)
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Slide and Slide Jump (Intermediate)
  > Dock to EMMI Zone Exit Northeast (Upper)
      After Ghavoran - Ammo Recharge Enky Below
  > Pickup (Energy Part)
      Morph Ball and After Ghavoran - Spin Boost Tower Grapple Block and Shoot Missile
  > Event - Grapple Block
      All of the following:
          Grapple Beam
          Movement (Intermediate) or Shoot Ice Missile
  > Event - Ammo Recharge Enky (Below)
      Destroy Enky

> E-Tank Alcove; Heals? False
  * Layers: default
  > Dock to EMMI Zone Exit Northeast (Upper)
      After Ghavoran - Ammo Recharge Enky Above
  > Pickup (Energy Tank)
      Trivial
  > Ledge Below PB Tank
      Trivial
  > Event - Ammo Recharge Enky (Above)
      Destroy Enky

> Ledge Below PB Tank; Heals? False
  * Layers: default
  > Door to Above Pulse Radar
      Any of the following:
          # This jump is doable, but it is pretty tight and lag may cause some issues
          Flash Shift or Movement (Beginner) or Simple IBJ or Use Spin Boost
          Speed Booster and After Ghavoran - Ammo Recharge Enky Above and Wall Jump (Beginner)
  > Pickup (Power Bomb Tank)
      Any of the following:
          Use Spin Boost
          Diagonal Bomb Jump (Intermediate) and Lay Normal Bomb
          Flash Shift and Speed Booster and After Ghavoran - Ammo Recharge Enky Above and Speed Booster Conservation (Intermediate)
          # https://www.youtube.com/watch?v=rQiQbXvvCSA
          Flash Shift and Climb Sloped Surfaces (Advanced) and Wall Jump (Intermediate)
          # https://youtu.be/17MNab3SmMc
          Speed Booster and After Ghavoran - Ammo Recharge Enky Above and Speed Booster Conservation (Expert)
  > E-Tank Alcove
      Trivial

> Event - Ammo Recharge Enky (Above); Heals? False
  * Layers: default
  * Event Ghavoran - Ammo Recharge Enky Above
  > E-Tank Alcove
      Trivial

> Event - Ammo Recharge Enky (Below); Heals? False
  * Layers: default
  * Event Ghavoran - Ammo Recharge Enky Below
  > Upper Center Platform
      Trivial

----------------
Save Station Center
Extra - total_boundings: {'x1': 2000.0, 'x2': 4100.0, 'y1': -400.0, 'y2': 742.0}
Extra - polygon: [[4100.0, 742.0], [2000.0, 742.0], [2000.0, -400.0], [4100.0, -400.0]]
Extra - asset_id: collision_camera_022
> Door to Spin Boost Tower; Heals? False
  * Layers: default
  * Plasma Beam Door to Spin Boost Tower/Door to Save Station Center
  * Extra - actor_name: doorpowerpower_019
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_003
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_004
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Chozo Warrior Arena
      Trivial

> Door to Chozo Warrior Arena; Heals? False
  * Layers: default
  * Power Beam Door to Chozo Warrior Arena/Door to Save Station Center
  * Extra - actor_name: doorpowerpower_013
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Spin Boost Tower
      Trivial
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: savestation_000
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: savestation_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Chozo Warrior Arena
      Trivial

----------------
Chozo Warrior Arena
Extra - total_boundings: {'x1': 4000.0, 'x2': 6400.0, 'y1': -328.6189880371094, 'y2': 813.3809814453125}
Extra - polygon: [[6400.0, 813.3809814453125], [4000.0, 813.3809814453125], [4000.0, -328.6189880371094], [6400.0, -328.6189880371094]]
Extra - asset_id: collision_camera_023
> Door to Save Station Center; Heals? False
  * Layers: default
  * Power Beam Door to Save Station Center/Door to Chozo Warrior Arena
  * Extra - actor_name: doorpowerpower_013
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Total Recharge Station North
      After Ghavoran - Chozo-X or Before Ghavoran - Chozo-X Trigger
  > Event - Chozo-X
      After Ghavoran - Chozo-X Trigger and Fight Chozo-X

> Door to Total Recharge Station North; Heals? False
  * Layers: default
  * Power Beam Door to Total Recharge Station North/Door from Chozo Warrior Arena; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: doorpowerclosed_002
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station Center
      After Ghavoran - Chozo-X or Before Ghavoran - Chozo-X Trigger
  > Event - Chozo-X
      After Ghavoran - Chozo-X Trigger and Fight Chozo-X

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_ChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Save Station Center
      Trivial

> Dock to Teleport to Burenia; Heals? False
  * Layers: default
  * Open Passage to Teleport to Burenia/Dock to Chozo Warrior Arena
  > Door to Save Station Center
      After Ghavoran - Chozo-X or Before Ghavoran - Chozo-X Trigger
  > Event - Chozo-X
      After Ghavoran - Chozo-X Trigger and Fight Chozo-X

> Event - Chozo-X; Heals? False
  * Layers: default
  * Event Ghavoran - Chozo-X
  > Door to Save Station Center
      Trivial

----------------
Golzuna Tower
Extra - total_boundings: {'x1': 4000.0, 'x2': 7100.0, 'y1': 3192.0, 'y2': 8400.0}
Extra - polygon: [[7100.0, 8400.0, 'top right'], [4000.0, 8400.0, 'top left'], [4000.0, 3192.0, 'bot left'], [7100.0, 3192.0, 'bot right']]
Extra - asset_id: collision_camera_024
> Door to Save Station East; Heals? False
  * Layers: default
  * Power Beam Door to Save Station East/Door to Golzuna Tower; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Energy Recharge Station
      Trivial
  > Pickup (Missile Tank)
      All of the following:
          Morph Ball
          Any of the following:
              Space Jump or Speed Booster or Simple IBJ
              Flash Shift and Wall Jump (Beginner) and Use Spin Boost
  > Next to Eyedoor
      Any of the following:
          Space Jump or Speed Booster or Simple IBJ
          All of the following:
              Use Spin Boost
              Any of the following:
                  After Elun - Release X Parasites and Stand on Frozen Enemy (Intermediate) and Shoot Ice Missile
                  Flash Shift and Wall Jump (Intermediate)

> Door to Above Golzuna; Heals? False
  * Layers: default
  * Power Beam Door to Above Golzuna/Door to Golzuna Tower; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_015
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Next to Eyedoor
      Any of the following:
          After Ghavoran - Destroy Golzuna Eyedoor or Normal Damage ≥ 182
          Flash Shift and Movement (Intermediate)

> Door to Energy Recharge Station; Heals? False
  * Layers: default
  * Grapple Beam Door to Energy Recharge Station/Door to Golzuna Tower
  * Extra - actor_name: doorgrapplegrapple_000
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station East
      Trivial
  > Inside Speed Booster Tunnel
      Ballspark

> Door to Above Pulse Radar; Heals? False
  * Layers: default
  * Charge Beam Door to Above Pulse Radar/Door to Golzuna Tower
  * Extra - actor_name: doorclosedcharge
  * Extra - actor_def: actordef:actors/props/doorclosedcharge/charclasses/doorclosedcharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Teleporter to Cataris
      Trivial

> Teleporter to Cataris; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Ghavoran/Teleporter to Ghavoran
  * Extra - actor_name: teleporter_magma_000
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: teleporter_forest_000_platform
  * Extra - start_point_actor_name: teleporter_magma_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Door to Above Pulse Radar
      Trivial

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 112; Category? Minor
  * Extra - actor_name: item_energyfragment
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Inside Speed Booster Tunnel
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 113; Category? Minor
  * Extra - actor_name: item_missiletank
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Save Station East
      Any of the following:
          After Ghavoran - Pulse Radar Enky and Speed Booster Conservation (Beginner) and Ballspark
          # https://youtu.be/3-QCguxcUGc
          Bomb and Climb Sloped Tunnels (Expert)
          # https://youtu.be/Q266PvBvip8
          Slide and Cross Bomb Launch (Advanced) and Lay Cross Bomb
  > Dock to Energy Recharge Station
      Trivial

> Tunnel to Above Pulse Radar; Heals? False
  * Layers: default
  * Slide Tunnel to Above Pulse Radar/Tunnel to Golzuna Tower
  > Door to Above Pulse Radar
      All of the following:
          Morph Ball and Knowledge (Intermediate) and Disabled Door Lock Randomizer
          Any of the following:
              Disabled Power Bomb Limitations and Lay Power Bomb
              # The pseudo for this is a melee pseudo next to the tunnel
              Pseudo-Wave Beam (Beginner) and Shoot Diffusion Beam
  > Dock to Energy Recharge Station
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Tunnel to Pulse Radar Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Pulse Radar Room/Tunnel to Golzuna Tower
  > Tunnel to Above Pulse Radar
      Trivial

> Dock to Energy Recharge Station; Heals? False
  * Layers: default
  * Open Passage to Energy Recharge Station/Dock to Golzuna Tower
  > Pickup (Missile Tank)
      Any of the following:
          All of the following:
              Lay Cross Bomb
              Any of the following:
                  # https://youtu.be/BPgqSM7GhXo
                  Slide and Cross Bomb Launch (Beginner)
                  # https://youtu.be/fO5kidJPbcg
                  Movement (Beginner)
          All of the following:
              Lay Normal Bomb or Lay Power Bomb
              Any of the following:
                  After Ghavoran - Pulse Radar Enky and Speed Booster Conservation (Beginner) and Ballspark
                  Cross Bomb Skip (Advanced) and Use Spin Boost
  > Tunnel to Above Pulse Radar
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Event - Golzuna Eyedoor; Heals? False
  * Layers: default
  * Event Ghavoran - Destroy Golzuna Eyedoor
  > Next to Eyedoor
      Trivial

> Next to Eyedoor; Heals? False
  * Layers: default
  > Door to Save Station East
      Trivial
  > Door to Above Golzuna
      After Ghavoran - Destroy Golzuna Eyedoor
  > Pickup (Missile Tank)
      Morph Ball
  > Event - Golzuna Eyedoor
      Trivial

> Inside Speed Booster Tunnel; Heals? False
  * Layers: default
  > Door to Energy Recharge Station
      Trivial
  > Door to Above Pulse Radar
      All of the following:
          Knowledge (Intermediate) and Disabled Door Lock Randomizer and Shoot Charge Beam
          Wave Beam or Pseudo-Wave Beam (Beginner)
          Any of the following:
              Lay Small Bomb
              Power Bombs ≥ 2 and Lay Power Bomb
  > Pickup (Energy Part)
      All of the following:
          Morph Ball
          Any of the following:
              Space Jump or Simple IBJ
              # Charge Speed from the other side of the Eyedoor and spark up the shaft after jumping in here with Spin Boost.
              Speed Booster and Speed Booster Conservation (Beginner) and Use Spin Boost

----------------
Teleport to Burenia
Extra - total_boundings: {'x1': 4000.0, 'x2': 7100.0, 'y1': 870.0, 'y2': 3190.0}
Extra - polygon: [[7100.0, 3190.0], [4000.0, 3190.0], [4000.0, 870.0], [6400.0, 870.0], [6400.0, 2000.0], [7100.0, 2000.0]]
Extra - asset_id: collision_camera_024
> Teleporter to Burenia; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Ghavoran/Teleporter to Ghavoran
  * Extra - actor_name: teleporter_aqua_000
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: teleporter_forest_000_platform
  * Extra - start_point_actor_name: teleporter_aqua_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Door from Total Recharge Station North
      Lay Power Bomb
  > Dock to Energy Recharge Station
      Screw Attack
  > Dock to Total Recharge Station North
      After Ghavoran - Storm Missile Gate

> Door to Total Recharge Station North; Heals? False
  * Layers: default
  * Missile Door to Total Recharge Station North/Door to Teleport to Burenia (Missile)
  * Extra - actor_name: doorpowerpower_014
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_001
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Tunnel to Energy Recharge Station (Top)
      Morph Ball

> Door from Total Recharge Station North; Heals? False
  * Layers: default
  * Access Closed to Total Recharge Station North/Door to Teleport to Burenia (Power Beam)
  * Extra - actor_name: doorclosedpower_002
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Teleporter to Burenia
      Lay Power Bomb
  > Dock to Chozo Warrior Arena
      Trivial

> Tunnel to Spin Boost Room; Heals? False
  * Layers: default
  * Morph Ball Launcher to Spin Boost Room/Tunnel to Teleport to Burenia
  > Tunnel to Energy Recharge Station (Bottom)
      Trivial

> Tunnel to Energy Recharge Station (Bottom); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Energy Recharge Station/Tunnel to Teleport to Burenia (Bottom)
  > Tunnel to Spin Boost Room
      Trivial

> Dock to Chozo Warrior Arena; Heals? False
  * Layers: default
  * Open Passage to Chozo Warrior Arena/Dock to Teleport to Burenia

> Dock to Energy Recharge Station; Heals? False
  * Layers: default
  * Open Passage to Energy Recharge Station/Dock to Teleport to Burenia
  > Teleporter to Burenia
      Morph Ball
  > Pickup (Missile Tank)
      Any of the following:
          Lay Cross Bomb
          All of the following:
              Morph Ball
              Any of the following:
                  All of the following:
                      Cross Bomb Skip (Intermediate)
                      Flash Shift or Use Spin Boost
                  # https://youtu.be/4YU9S5yxUXY
                  Cross Bomb Skip (Advanced)

> Tunnel to Energy Recharge Station (Top); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Energy Recharge Station/Tunnel to Teleport to Burenia (Top)
  > Door to Total Recharge Station North
      Morph Ball

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 103; Category? Minor
  * Extra - actor_name: item_missiletank_004
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Teleporter to Burenia
      Trivial
  > Dock to Energy Recharge Station
      Any of the following:
          Lay Cross Bomb
          All of the following:
              Morph Ball
              Any of the following:
                  All of the following:
                      Cross Bomb Skip (Advanced)
                      Flash Shift or Use Spin Boost
                  # https://youtu.be/4YU9S5yxUXY
                  Cross Bomb Skip (Advanced)

> Dock to Total Recharge Station North; Heals? False
  * Layers: default
  * Open Passage to Total Recharge Station North/Dock to Teleport to Burenia
  > Teleporter to Burenia
      After Ghavoran - Storm Missile Gate

----------------
Total Recharge Station North
Extra - total_boundings: {'x1': 6300.0, 'x2': 10100.0, 'y1': 200.0, 'y2': 3400.0}
Extra - polygon: [[10100.0, 3400.0], [7000.0, 3400.0], [7000.0, 1900.0], [6300.0, 1900.0], [6300.0, 200.0], [10100.0, 200.0]]
Extra - asset_id: collision_camera_025
> Door from Chozo Warrior Arena; Heals? False
  * Layers: default
  * Access Closed to Chozo Warrior Arena/Door to Total Recharge Station North; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: doorpowerclosed_002
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Burenia (Missile)
      All of the following:
          Before Ghavoran - Ferenia Transport Grapple Box
          Morph Ball or After Ghavoran - Ferenia Transport Enky Left
  > Door to Teleport to Burenia (Power Beam)
      Any of the following:
          # TODO: Figure out a good way to put in the shinespark here. It requires either short boost or charging speed in the room to the left.
          Use Spin Boost
          Diagonal Bomb Jump (Beginner) and Lay Normal Bomb
          # https://youtu.be/YWkTAyzTwLA
          Cross Bomb and Knowledge (Intermediate) and Simple IBJ
  > Event - Ferenia Transport Enky Left
      Before Ghavoran - Ferenia Transport Grapple Box and Destroy Enky

> Door to Teleport to Burenia (Missile); Heals? False
  * Layers: default
  * Missile Door to Teleport to Burenia/Door to Total Recharge Station North
  * Extra - actor_name: doorpowerpower_014
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_001
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Door from Chozo Warrior Arena
      All of the following:
          Before Ghavoran - Ferenia Transport Grapple Box
          After Ghavoran - Ferenia Transport Enky Left or Can Slide
  > Total Recharge
      Trivial
  > Dock to Transport to Ferenia
      After Ghavoran - Ferenia Transport Enky Left and After Ghavoran - Ferenia Transport Enky Right and After Ghavoran - Ferenia Transport Grapple Box
  > Event - Ferenia Transport Grapple Box (Front)
      Grapple Beam and After Ghavoran - Ferenia Transport Enky Left
  > Event - Ferenia Transport Enky Left
      Destroy Enky
  > Event - Ferenia Transport Enky Right
      After Ghavoran - Ferenia Transport Enky Left and After Ghavoran - Ferenia Transport Grapple Box and Destroy Enky

> Door to Teleport to Burenia (Power Beam); Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Burenia/Door from Total Recharge Station North
  * Extra - actor_name: doorclosedpower_002
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door from Chozo Warrior Arena
      Trivial
  > Total Recharge
      All of the following:
          Morph Ball and Screw Attack
          Any of the following:
              Use Spin Boost
              Slide and Slide Jump (Beginner)
  > Event - Storm Missile Gate
      Activate Storm Missile Locks

> Total Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: totalrechargestation_000
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_total_000
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Door to Teleport to Burenia (Missile)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChozoWarriorForest
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Teleport to Burenia (Power Beam)
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 107; Category? Minor
  * Extra - actor_name: item_missiletank_007
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Dock to Teleport to Burenia
      Morph Ball

> Dock to Transport to Ferenia; Heals? False
  * Layers: default
  * Open Passage to Transport to Ferenia/Dock to Total Recharge Station North
  > Door to Teleport to Burenia (Missile)
      After Ghavoran - Ferenia Transport Enky Left and After Ghavoran - Ferenia Transport Enky Right and After Ghavoran - Ferenia Transport Grapple Box
  > Event - Ferenia Transport Enky Left
      After Ghavoran - Ferenia Transport Enky Right and After Ghavoran - Ferenia Transport Grapple Box and Destroy Enky
  > Event - Ferenia Transport Enky Right
      Destroy Enky
  > Event - Ferenia Transport Grapple Box (Back)
      After Ghavoran - Ferenia Transport Enky Right and Break/Move Grapple Block from Behind

> Event - Ferenia Transport Grapple Box (Front); Heals? False
  * Layers: default
  * Event Ghavoran - Ferenia Transport Grapple Box
  > Door to Teleport to Burenia (Missile)
      Trivial

> Event - Storm Missile Gate; Heals? False
  * Layers: default
  * Event Ghavoran - Storm Missile Gate
  > Door from Chozo Warrior Arena
      Trivial
  > Door to Teleport to Burenia (Power Beam)
      Trivial

> Dock to Teleport to Burenia; Heals? False
  * Layers: default
  * Open Passage to Teleport to Burenia/Dock to Total Recharge Station North
  > Pickup (Missile Tank)
      Morph Ball

> Event - Ferenia Transport Enky Left; Heals? False
  * Layers: default
  * Event Ghavoran - Ferenia Transport Enky Left
  > Door to Teleport to Burenia (Missile)
      Trivial

> Event - Ferenia Transport Enky Right; Heals? False
  * Layers: default
  * Event Ghavoran - Ferenia Transport Enky Right
  > Dock to Transport to Ferenia
      Trivial

> Event - Ferenia Transport Grapple Box (Back); Heals? False
  * Layers: default
  * Event Ghavoran - Ferenia Transport Grapple Box
  > Dock to Transport to Ferenia
      Trivial

----------------
Golzuna Arena
Extra - total_boundings: {'x1': 7000.0, 'x2': 10100.0, 'y1': 4932.7900390625, 'y2': 6074.7900390625}
Extra - polygon: [[10100.0, 6074.7900390625], [7000.0, 6074.7900390625], [7000.0, 4932.7900390625], [10100.0, 4932.7900390625]]
Extra - asset_id: collision_camera_026
> Door to Cross Bomb Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Cross Bomb Tutorial/Door from Golzuna Arena; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: doorpowerclosed_003
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Before Golzuna
      After Elun - Release X Parasites
  > Start Point
      Trivial

> Before Golzuna; Heals? False
  * Layers: default
  * Extra - actor_name: breakabletilegroup_011
  * Extra - actor_def: actordef:actors/logic/breakabletilegroup/charclasses/breakabletilegroup.bmsad
  * Extra - actor_sublayer: breakables
  * Extra - tile_types: ('WEIGHT',)
  > Event - Golzuna
      All of the following:
          All of the following:
              # Requirements for dodging attacks.
              All of the following:
                  # Dodge its slam attack
                  Can Slide
                  Any of the following:
                      # Dodge its zappy attacks
                      Space Jump
                      All of the following:
                          Combat (Beginner)
                          Any of the following:
                              Use Spin Boost
                              Flash Shift and Flash Shift Upgrade ≥ 2
                      # Speed-only dodging, requires good rng on its attack cycle
                      Speed Booster and Combat (Expert) and Can Slide
          Any of the following:
              # Requirements for killing Golzuna
              All of the following:
                  # Charge Beam methods
                  Shoot Charge Beam
                  Any of the following:
                      # Plasma, Wave, or Power
                      Combat (Intermediate) or Beam Damage 120
                      # Wide
                      Combat (Beginner) and Beam Damage 75
              # Shinesparks only
              Speed Booster and Combat (Advanced)
              All of the following:
                  # Missile methods
                  Any of the following:
                      All of the following:
                          # Minimum: 35 Ice Missiles
                          Shoot Super Ice Missile
                          Any of the following:
                              Missiles ≥ 40
                              # Minimum: 18 Ice Missiles + 1 Shinespark
                              Missiles ≥ 20 and Speed Booster and Combat (Intermediate)
                      All of the following:
                          # Minimum: 94 Super Missiles
                          Combat (Beginner) and Shoot Super Missile
                          Any of the following:
                              Missiles ≥ 100
                              # Minimum: 47 Super Missiles + 1 Shinespark
                              Missiles ≥ 50 and Speed Booster and Combat (Intermediate)
                      All of the following:
                          # Minimum: 280 Normal Missiles
                          Combat (Intermediate) and Shoot Missile
                          Any of the following:
                              Missiles ≥ 300
                              # Minimum: 140 Normal Missiles + 1 Shinespark
                              Missiles ≥ 150 and Speed Booster
                      All of the following:
                          # Minimum: 96 Storm missiles
                          Storm Missile and Shoot Missile
                          Any of the following:
                              Missiles ≥ 108
                              # Mimimum: 48 Storm missiles + 1 shinespark
                              Missiles ≥ 60 and Speed Booster and Combat (Intermediate)
              Any of the following:
                  # Bomb methods
                  # Normal Bombs
                  Combat (Intermediate) and Lay Small Bomb
                  # Cross Bombs
                  Combat (Beginner) and Lay Cross Bomb
          Any of the following:
              # Energy Requirements
              Combat (Expert) or Normal Damage ≥ 699
              Combat (Beginner) and Normal Damage ≥ 349

> Tunnel to Above Golzuna; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Above Golzuna/Tunnel to Golzuna Arena
  > Before Golzuna
      After Elun - Release X Parasites

> Event - Golzuna; Heals? False
  * Layers: default
  * Event Golzuna
  > Pickup (Cross Bomb)
      Trivial

> Pickup (Cross Bomb); Heals? False
  * Layers: default
  * Pickup 145; Category? Major
  * Extra - pickup_type: corex
  * Extra - actor_def: actors/characters/core_x/charclasses/core_x.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_LINE_BOMB
  * Extra - callback_function: golzuna
  * Extra - callback_args: 2
  * Extra - boss_hint_name: Golzuna
  > Door to Cross Bomb Tutorial
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Cross Bomb Tutorial
      Trivial

> Dock from Above Golzuna; Heals? False
  * Layers: default
  * Blocked Passage to Above Golzuna/Dock to Golzuna Arena
  * This dock is only used with the SSC.


  > Before Golzuna
      After Elun - Release X Parasites
  > Start Point
      Trivial

----------------
Transport to Ferenia
Extra - total_boundings: {'x1': 10000.0, 'x2': 19100.0, 'y1': 2200.0, 'y2': 4100.0}
Extra - polygon: [[19100.0, 4100.0], [10000.0, 4100.0], [10000.0, 2200.0], [19100.0, 2200.0]]
Extra - asset_id: collision_camera_027
> Shuttle to Ferenia; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Ghavoran/Shuttle to Ghavoran
  * Extra - actor_name: wagontrain_sanctuary_000
  * Extra - actor_def: actordef:actors/props/wagontrain/charclasses/wagontrain.bmsad
  * Extra - elevator_component: CTrainUsableComponent
  * Extra - target_spawn_point: wagontrain_forest_000_platform
  * Extra - start_point_actor_name: wagontrain_sanctuary_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_train/charclasses/weightactivatedplatform_train.bmsad
  * Extra - transporter_name: Ghavoran - Storm Gate
  > Dock to Total Recharge Station North
      Trivial

> Dock to Total Recharge Station North; Heals? False
  * Layers: default
  * Open Passage to Total Recharge Station North/Dock to Transport to Ferenia
  > Shuttle to Ferenia
      Trivial

----------------
Map Station Access Secret
Extra - total_boundings: {'x1': -3000.0, 'x2': -900.0, 'y1': -1100.0, 'y2': 42.0}
Extra - polygon: [[-900.0, 42.0], [-3000.0, 42.0], [-3000.0, -1100.0], [-900.0, -1100.0]]
Extra - asset_id: collision_camera_028
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 101; Category? Minor
  * Extra - actor_name: item_missiletank_002
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Map Station Access
      Trivial

> Tunnel to Map Station Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Map Station Access/Tunnel to Map Station Access Secret
  > Pickup (Missile Tank)
      All of the following:
          Any of the following:
              Gravity Suit
              Space Jump and Water Space Jump (Beginner)
          Any of the following:
              Lay Cross Bomb
              All of the following:
                  Cross Bomb Skip (Advanced)
                  Flash Shift or Use Spin Boost

----------------
Elun Transport Access
Extra - total_boundings: {'x1': -1000.0, 'x2': 4100.0, 'y1': -3700.0, 'y2': -1800.0}
Extra - polygon: [[4100.0, -1800.0], [-1000.0, -1800.0], [-1000.0, -3500.0], [-800.0, -3500.0], [-100.0, -3700.0], [4100.0, -3700.0]]
Extra - asset_id: collision_camera_029
> Door to Flipper Room; Heals? False
  * Layers: default
  * Super Missile Door to Flipper Room/Door to Elun Transport Access; Dock Lock Rando incompatible with: Grapple Beam Door
  * Normally a power beam door, but listed as supers to prevent logic issues with
blast shields


  * Extra - actor_name: doorpowerpower_005
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_001
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Center Platform
      Trivial

> Door to Transport to Elun; Heals? False
  * Layers: default
  * Grapple Beam Door to Transport to Elun/Door to Elun Transport Access
  * Extra - actor_name: doorgrapplegrapple_003
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Center Platform
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 111; Category? Minor
  * Extra - actor_name: item_missiletank_009
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Flipper Room
      Trivial

> Center Platform; Heals? False
  * Layers: default
  > Door to Flipper Room
      Trivial
  > Door to Transport to Elun
      Trivial
  > Pickup (Missile Tank)
      # Currently, this item does not care which direction you come from. if you can enter here, you can get the item. Will need looked at once Random Start/Transports is supported.
      Speed Booster

----------------
Spin Boost Room
Extra - total_boundings: {'x1': 2000.0, 'x2': 4100.0, 'y1': 658.0, 'y2': 1800.0}
Extra - polygon: [[4100.0, 1800.0], [2000.0, 1800.0], [2000.0, 658.0], [4100.0, 658.0]]
Extra - asset_id: collision_camera_030
> Pickup (Spin Boost); Heals? False
  * Layers: default
  * Pickup 104; Category? Major
  * Extra - actor_name: itemsphere_doublejump
  * Extra - actor_def: actordef:actors/items/itemsphere_doublejump/charclasses/itemsphere_doublejump.bmsad
  * Extra - map_icon_actor: powerup_doublejump
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_DoubleJump
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Pickup (Spin Boost)
      Trivial
  > Event - Chozo-X Trigger
      All of the following:
          # Technically the trigger for Chozo X is when falling down. However, putting the event on the way back up makes it possible to create seeds where the pickup in this room is required to fight the Chozo X.
          Morph Ball
          Flash Shift or Simple IBJ or Use Spin Boost
          Enabled Highly Dangerous Logic or Fight Chozo-X

> Tunnel to Teleport to Burenia; Heals? False
  * Layers: default
  * Morph Ball Launcher to Teleport to Burenia/Tunnel to Spin Boost Room
  > Start Point
      Morph Ball

> Event - Chozo-X Trigger; Heals? False
  * Layers: default
  * Event Ghavoran - Chozo-X Trigger
  > Tunnel to Teleport to Burenia
      Morph Ball

----------------
Energy Recharge Station
Extra - total_boundings: {'x1': 2000.0, 'x2': 4100.0, 'y1': 1700.0, 'y2': 4600.0}
Extra - polygon: [[4100.0, 4600.0], [2000.0, 4600.0], [2000.0, 1700.0], [4100.0, 1700.0]]
Extra - asset_id: collision_camera_031
> Door to Golzuna Tower; Heals? False
  * Layers: default
  * Grapple Beam Door to Golzuna Tower/Door to Energy Recharge Station
  * Extra - actor_name: doorgrapplegrapple_000
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Teleport to Burenia
      Screw Attack
  > Tunnel to Teleport to Burenia (Top)
      Screw Attack and Lay Any Bomb
  > Left Water Ledge
      Screw Attack
  > Life Recharge
      Morph Ball and Screw Attack

> Dock to Golzuna Tower; Heals? False
  * Layers: default
  * Open Passage to Golzuna Tower/Dock to Energy Recharge Station
  > Life Recharge
      After Ghavoran - Pulse Radar Enky
  > Event - Pulse Radar Enky
      Destroy Enky

> Tunnel to Teleport to Burenia (Bottom); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Burenia/Tunnel to Energy Recharge Station (Bottom)
  > Dock to Teleport to Burenia
      Any of the following:
          Gravity Suit
          # https://www.youtube.com/watch?v=3CYTkKutYFo
          Spin Boost and Water Space Jump (Advanced) and Perform WBJ
  > Left Water Ledge
      Gravity Suit or Perform WBJ or Use Spin Boost

> Dock to Teleport to Burenia; Heals? False
  * Layers: default
  * Open Passage to Teleport to Burenia/Dock to Energy Recharge Station
  > Tunnel to Teleport to Burenia (Bottom)
      Trivial

> Tunnel to Teleport to Burenia (Top); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Burenia/Tunnel to Energy Recharge Station (Top)
  > Left Water Ledge
      Lay Any Bomb

> Left Water Ledge; Heals? False
  * Layers: default
  > Door to Golzuna Tower
      All of the following:
          Screw Attack
          Any of the following:
              Gravity Suit or Spider Magnet
              Grapple Beam and Grapple Movement (Beginner)
              # https://youtu.be/wDpZSjWFCig
              Space Jump and Water Space Jump (Intermediate)
  > Tunnel to Teleport to Burenia (Bottom)
      Trivial
  > Dock to Teleport to Burenia
      Space Jump
  > Tunnel to Teleport to Burenia (Top)
      All of the following:
          Lay Any Bomb
          Any of the following:
              Gravity Suit or Spider Magnet
              Spider Magnet and Grapple Movement (Beginner)
  > Life Recharge
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit or Spider Magnet
              Grapple Beam and Grapple Movement (Beginner)

> Life Recharge; Heals? True; Default Node
  * Layers: default
  * Extra - actor_name: energyrecharge_002
  * Extra - actor_def: actordef:actors/props/energyrecharge/charclasses/energyrecharge.bmsad
  * Extra - start_point_actor_name: energyrecharge_002_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_energy/charclasses/weightactivatedplatform_energy.bmsad
  > Door to Golzuna Tower
      Morph Ball and Screw Attack
  > Dock to Golzuna Tower
      After Ghavoran - Pulse Radar Enky
  > Dock to Teleport to Burenia
      After Ghavoran - Pulse Radar Enky and Ballspark
  > Tunnel to Teleport to Burenia (Top)
      Lay Any Bomb
  > Left Water Ledge
      Morph Ball
  > Event - Pulse Radar Enky
      Destroy Enky

> Event - Pulse Radar Enky; Heals? False
  * Layers: default
  * Event Ghavoran - Pulse Radar Enky
  > Life Recharge
      Trivial

----------------
Pulse Radar Room
Extra - total_boundings: {'x1': 2000.0, 'x2': 4100.0, 'y1': 5200.0, 'y2': 6342.0}
Extra - polygon: [[4100.0, 6342.0], [2000.0, 6342.0], [2000.0, 5200.0], [4100.0, 5200.0]]
Extra - asset_id: collision_camera_032
> Pickup (Pulse Radar); Heals? False
  * Layers: default
  * Pickup 110; Category? Major
  * Extra - actor_name: powerup_sonar
  * Extra - actor_def: actordef:actors/items/powerup_sonar/charclasses/powerup_sonar.bmsad
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_SonarObtained
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Pickup (Pulse Radar)
      Trivial
  > Tunnel to Golzuna Tower
      Morph Ball

> Dock to Above Pulse Radar; Heals? False
  * Layers: default
  * Open Passage to Above Pulse Radar/Dock to Pulse Radar Room
  > Start Point
      Trivial

> Tunnel to Golzuna Tower; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Golzuna Tower/Tunnel to Pulse Radar Room

----------------
Cross Bomb Tutorial
Extra - total_boundings: {'x1': 10000.0, 'x2': 12100.0, 'y1': 5200.0, 'y2': 7300.0}
Extra - polygon: [[12100.0, 7300.0], [10000.0, 7300.0], [10000.0, 5200.0], [12100.0, 5200.0]]
Extra - asset_id: collision_camera_033
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 98; Category? Minor
  * Extra - actor_name: item_missiletank_005
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Right Alcove
      Trivial

> Door from Golzuna Arena; Heals? False
  * Layers: default
  * Access Closed to Golzuna Arena/Door to Cross Bomb Tutorial; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: doorpowerclosed_003
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Right Alcove
      Lay Any Bomb

> Door to Above Golzuna; Heals? False
  * Layers: default
  * Power Beam Door to Above Golzuna/Door to Cross Bomb Tutorial
  * Extra - actor_name: doorclosedpower_003
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Hanubia
      Trivial

> Door to Transport to Hanubia; Heals? False
  * Layers: default
  * Access Locked to Transport to Hanubia/Door to Cross Bomb Tutorial
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Above Golzuna
      Trivial
  > Tunnel to Transport to Hanubia
      Morph Ball and Screw Attack
  > Right Alcove
      Lay Any Bomb

> Tunnel to Transport to Hanubia; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Transport to Hanubia/Tunnel to Cross Bomb Tutorial

> Right Alcove; Heals? False
  * Layers: default
  > Pickup (Missile Tank)
      Lay Any Bomb
  > Door from Golzuna Arena
      Morph Ball
  > Door to Transport to Hanubia
      Any of the following:
          Lay Cross Bomb
          All of the following:
              Cross Bomb Skip (Advanced)
              Flash Shift or Use Spin Boost
              Lay Normal Bomb or Lay Power Bomb

----------------
Transport to Hanubia
Extra - total_boundings: {'x1': 12000.0, 'x2': 21100.0, 'y1': 6300.0, 'y2': 8200.0}
Extra - polygon: [[21100.0, 8200.0], [12000.0, 8200.0], [12000.0, 6300.0], [21100.0, 6300.0]]
Extra - asset_id: collision_camera_034
> Door to Cross Bomb Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Cross Bomb Tutorial/Door to Transport to Hanubia
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Shuttle to Hanubia
      Trivial
  > Tunnel to Cross Bomb Tutorial
      Trivial

> Shuttle to Hanubia; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Ghavoran/Shuttle to Ghavoran
  * Extra - actor_name: wagontrain_shipyard_000
  * Extra - actor_def: actordef:actors/props/wagontrain/charclasses/wagontrain.bmsad
  * Extra - elevator_component: CTrainUsableComponent
  * Extra - target_spawn_point: wagontrain_forest_000_platform
  * Extra - start_point_actor_name: wagontrain_shipyard_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_train/charclasses/weightactivatedplatform_train.bmsad
  * Extra - transporter_name: Ghavoran - Golzuna
  > Door to Cross Bomb Tutorial
      Trivial

> Tunnel to Cross Bomb Tutorial; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Cross Bomb Tutorial/Tunnel to Transport to Hanubia
  > Door to Cross Bomb Tutorial
      Trivial

----------------
Spider Magnet Elevator
Extra - total_boundings: {'x1': -5000.0, 'x2': -2900.0, 'y1': -4000.0, 'y2': -2000.0}
Extra - polygon: [[-2900.0, -2000.0], [-5000.0, -2000.0], [-5000.0, -4000.0], [-2900.0, -4000.0]]
Extra - asset_id: collision_camera_035
> Door to Right Entrance; Heals? False
  * Layers: default
  * Access Locked to Right Entrance/Door to Spider Magnet Elevator
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to Flipper Room (Tunnel)
      All of the following:
          Morph Ball and After Ghavoran - Super Missile Magnet Platform Lowered
          Any of the following:
              Flash Shift or Single-wall Wall Jump (Intermediate) or Simple IBJ or Use Spin Boost
              All of the following:
                  Grapple Beam
                  Spider Magnet or Grapple Movement (Beginner)
              Speed Booster and Disabled Door Lock Randomizer and Shoot Super Missile

> Tunnel to Super Missile Room Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Super Missile Room Access/Tunnel to Spider Magnet Elevator
  > Event - Lower Spider Magnet Platform
      After Ghavoran - Super Missile Magnet Platform Lowered

> Tunnel to Flipper Room (Cannon); Heals? False
  * Layers: default
  * Morph Ball Launcher to Flipper Room/Dock from Spider Magnet Elevator
  > Tunnel to Flipper Room (Tunnel)
      After Ghavoran - Super Missile Magnet Platform Lowered

> Tunnel to Flipper Room (Tunnel); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Flipper Room/Tunnel to Spider Magnet Elevator
  > Door to Right Entrance
      After Ghavoran - Super Missile Magnet Platform Lowered and Can Slide
  > Tunnel to Flipper Room (Cannon)
      After Ghavoran - Super Missile Magnet Platform Lowered
  > Event - Lower Spider Magnet Platform
      Spider Magnet and Before Ghavoran - Super Missile Magnet Platform Lowered

> Event - Lower Spider Magnet Platform; Heals? False
  * Layers: default
  * Event Ghavoran - Super Missile Magnet Platform Lowered
  > Tunnel to Super Missile Room Access
      Trivial

----------------
Above Golzuna
Extra - total_boundings: {'x1': 7000.0, 'x2': 10100.0, 'y1': 6001.7998046875, 'y2': 7142.0}
Extra - polygon: [[10100.0, 7142.0], [7000.0, 7142.0], [7000.0, 6001.7998046875], [10100.0, 6001.7998046875]]
Extra - asset_id: collision_camera_036
> Door to Golzuna Tower; Heals? False
  * Layers: default
  * Power Beam Door to Golzuna Tower/Door to Above Golzuna; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_015
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Cross Bomb Tutorial
      Trivial
  > Tunnel to Golzuna Arena
      Morph Ball
  > Dock to Golzuna Arena
      Floor Clip (Intermediate) and Disabled Door Lock Randomizer and Can SSC

> Door to Cross Bomb Tutorial; Heals? False
  * Layers: default
  * Access Locked to Cross Bomb Tutorial/Door to Above Golzuna
  * Extra - actor_name: doorclosedpower_003
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Golzuna Tower
      Trivial

> Tunnel to Golzuna Arena; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Golzuna Arena/Tunnel to Above Golzuna
  > Door to Golzuna Tower
      Morph Ball

> Dock to Golzuna Arena; Heals? False
  * Layers: default
  * Open Passage to Golzuna Arena/Dock from Above Golzuna
  * This dock is only used with the SSC.



----------------
Transport to Elun
Extra - total_boundings: {'x1': 4000.0, 'x2': 11400.0, 'y1': -3300.0, 'y2': -1100.0}
Extra - polygon: [[11400.0, -1100.0], [4000.0, -1100.0], [4000.0, -3300.0], [11400.0, -3300.0]]
Extra - asset_id: collision_camera_037
> Door to Elun Transport Access; Heals? False
  * Layers: default
  * Grapple Beam Door to Elun Transport Access/Door to Transport to Elun
  * Extra - actor_name: doorgrapplegrapple_003
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Shuttle to Elun
      Trivial

> Shuttle to Elun; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Ghavoran/Shuttle to Ghavoran
  * Extra - actor_name: wagontrain_quarantine_with_cutscene_000
  * Extra - actor_def: actordef:actors/props/wagontrain_with_cutscene/charclasses/wagontrain_with_cutscene.bmsad
  * Extra - elevator_component: CTrainUsableComponentCutScene
  * Extra - target_spawn_point: wagontrain_forest_000_platform
  * Extra - start_point_actor_name: wagontrain_quarantine_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_train/charclasses/weightactivatedplatform_train.bmsad
  * Extra - transporter_name: Ghavoran - Flipper
  > Door to Elun Transport Access
      Trivial

----------------
Transport to Dairon
Extra - total_boundings: {'x1': 4000.0, 'x2': 6100.0, 'y1': -5000.0, 'y2': -3858.0}
Extra - polygon: [[6100.0, -3858.0], [4000.0, -3858.0], [4000.0, -5000.0], [6100.0, -5000.0]]
Extra - asset_id: collision_camera_038
> Door to Dairon Transport Access; Heals? False
  * Layers: default
  * Power Beam Door to Dairon Transport Access/Door to Transport to Dairon
  * Extra - actor_name: doorpowerpower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Elevator to Dairon
      Trivial

> Elevator to Dairon; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Ghavoran/Elevator to Ghavoran
  * Extra - actor_name: elevator_baselab_000
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_forest_000_platform
  * Extra - start_point_actor_name: elevator_baselab_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Ghavoran - Early Supers
  > Door to Dairon Transport Access
      Trivial

----------------
Above Pulse Radar
Extra - total_boundings: {'x1': 2000.0, 'x2': 4100.0, 'y1': 6150.0, 'y2': 8100.0}
Extra - polygon: [[4100.0, 8100.0], [2000.0, 8100.0], [2000.0, 6150.0], [4100.0, 6150.0]]
Extra - asset_id: collision_camera_039
> Door from Spin Boost Tower; Heals? False
  * Layers: default
  * Access Closed to Spin Boost Tower/Door to Above Pulse Radar
  * Extra - actor_name: doorgrappleclosed_000
  * Extra - actor_def: actordef:actors/props/doorgrappleclosed/charclasses/doorgrappleclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 106; Category? Minor
  * Extra - actor_name: item_missiletank_006
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Golzuna Tower
      All of the following:
          Morph Ball
          # Movement is for shooting the block while on the ledge, pseudo is performed in the little alcove under the block with a melee pseudo
          Movement (Beginner) or Pseudo-Wave Beam (Beginner) or Lay Any Bomb or Shoot Diffusion or Wave
  > Start Point
      Morph Ball
  > Tunnel to Golzuna Tower
      Morph Ball

> Door to Golzuna Tower; Heals? False
  * Layers: default
  * Access Locked to Golzuna Tower/Door to Above Pulse Radar
  * Extra - actor_name: doorclosedcharge
  * Extra - actor_def: actordef:actors/props/doorclosedcharge/charclasses/doorclosedcharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Can Slide

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Sonar
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door from Spin Boost Tower
      Trivial
  > Dock to Pulse Radar Room
      Can Slide

> Dock to Pulse Radar Room; Heals? False
  * Layers: default
  * Open Passage to Pulse Radar Room/Dock to Above Pulse Radar

> Tunnel to Golzuna Tower; Heals? False
  * Layers: default
  * Slide Tunnel to Golzuna Tower/Tunnel to Above Pulse Radar
  > Pickup (Missile Tank)
      Morph Ball

----------------
Save Station East
Extra - total_boundings: {'x1': 7000.0, 'x2': 9100.0, 'y1': 3600.0, 'y2': 4742.0}
Extra - polygon: [[9100.0, 4742.0], [7000.0, 4742.0], [7000.0, 3600.0], [9100.0, 3600.0]]
Extra - asset_id: collision_camera_040
> Door to Golzuna Tower; Heals? False
  * Layers: default
  * Power Beam Door to Golzuna Tower/Door to Save Station East; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: savestation
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_save
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Golzuna Tower
      Trivial

